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| Some recent topics started on our forums | |
| Gundown -- an explodin' good time! | Gundown is an addictive 2D arcade-themed game, placing the player in the role of gunning/maneuvering an artillery contraption. You are pitted against wave after wave of foes assaulting by both ground and air, faced with the task of preventing any ene... |
| Posted August 27, 2007 9:40:05 PM | |
| What do you get when you mix a space fighter with 12 tonnes of cytoplasm? | Enter Membrane Massacre. The year is 2160. A deadly bacteria is sweeping the world -- the likes of which medical science has never encountered before. The world's best doctors have failed to find a cure. And so what is the fate of mankind? Ente... |
| Posted March 31, 2007 12:25:48 AM | |
| Predictable sin/cos rounding errors? | This really smells like a rookie mistake to me, so I felt this belonged best in the beginners' forum. The relevant code in question is as follows: const float rot = 45; float cos_v = cos(rot*D2R); float sin_v = sin(rot*D2R); for(... |
| Posted July 19, 2008 9:29:24 AM | |
| Game timing: maintaining a constant number of updates-per-second | My game project currently uses frame-rate independant timing, such that it will attempt to update game logic at a constant 60 times per-second irregardless of what the framerate is. This works by gauging how long the previous frame took to render, an... |
| Posted September 12, 2007 3:21:41 PM | |
| What do you get when you mix a space fighter with 12 tonnes of cytoplasm? | Enter Membrane Massacre. The year is 2160. A deadly bacteria is sweeping the world -- the likes of which medical science has never encountered before. The world's best doctors have failed to find a cure. And so what is the fate of mankind? Ente... |
| Posted March 29, 2007 10:39:11 PM | |
| [C++] Evading naming conflicts | I'm writing a program that makes use of a Curses library, which defines a clear() function amongst many others. However, I'm also using the STL 'string' class, which defines a method clear() as well. Unfortunately, these two are conflicting. Is there... |
| Posted December 26, 2006 12:34:07 AM | |
| Oh crap, here come the cells! | Enter Membrane Massacre. A deadly bacteria is sweeping the world, and medical science has lost all hope of defeating it. Luckily for you, Dr. Smallship, that you have invented a shrinking device that will allow you to shrink a heavily-armed space fig... |
| Posted November 21, 2006 8:28:52 PM | |
| Oh crap, here come the cells! | Enter Membrane Massacre. A deadly bacteria is sweeping the world, and medical science has lost all hope of defeating it. Luckily for you, Dr. Smallship, that you have invented a shrinking device that will allow you to shrink a heavily-armed space fig... |
| Posted November 21, 2006 8:43:40 PM | |
| [Solved] wglUseBitmapFonts() not available with SDL? | Greetings! I am currently developing with the infamous SDL+OpenGL library combination, and am at the point where I need to get some text going onscreen. From the various font-rendering methods available via OpenGL, I found bitmap fonts the mo... |
| Posted August 16, 2006 4:33:41 PM | |
| [MSVC++ 2005 Express] Configuring a 'current' directory? | A beginner-level-ish question that has been eluding me for the last couple of days, regarding Visual C++ 2005 Express: How does one go about configuring a directory that the program will 'run' from? I need to access various files to load game... |
| Posted August 12, 2006 11:09:04 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Exploring Metaballs and Isosurfaces in 2D | Quote:Original post by MrRowl The article is nice as far as it goes, but it's a shame that there's not even a mention of other rendering methods - in particular marching cubes (and the equivalent in 2D) - since in practice (I assume) per-pixel probi... |
| Posted September 17, 2008 3:07:54 PM | |
| Exploring Metaballs and Isosurfaces in 2D | Thank you for all of the positive comments. I'm looking forward to pumping out some more articles in the (near!) future. [smile] |
| Posted September 7, 2008 10:20:50 AM | |
| Predictable sin/cos rounding errors? | @Erik: Thanks for the response! And you're 100% right: for the given shape that I'm using, they simply cannot possibly line up the way I wanted them to. I'll have to take a different approach to the rendering. Rating++'s all around. Sorry for not... |
| Posted July 20, 2008 3:45:29 PM | |
| Predictable sin/cos rounding errors? | Quote:Original post by Erik Rufelt Does pgm->render always draw the same image? Or is the image drawn also rotated? In this case it's the same image drawn exactly the same each time -- just a straight-up SDL_BlitSurface() call of the same ima... |
| Posted July 20, 2008 1:07:38 PM | |
| Predictable sin/cos rounding errors? | Quote:Original post by Splinter of ChaosWhat happens if rot is zero? Try rotating it real-time. Do you have a problem for ANY angle? Sorry, I must have not been clear in my original post: these off-by-one errors occur at every angle. I just chose... |
| Posted July 20, 2008 11:25:16 AM | |
| Predictable sin/cos rounding errors? | @swiftcoder & Mike: I'm using SDL for the rendering portion, which uses integer coordinates in rendering. I've tried both regular cast-to-int rounding, as well as substituted in a proper rounding function, and neither account for the error in drawing... |
| Posted July 19, 2008 9:20:43 PM | |
| Predictable sin/cos rounding errors? | Quote:Original post by MikeTacular Why not try rendering it without precomputed values and see if there are the same artifacts? Actually, try using floats for the positions. Casting each tile's position to an int isn't going to help your accuracy... |
| Posted July 19, 2008 8:29:21 PM | |
| Predictable sin/cos rounding errors? | If anyone needs any clarifications or additional information about the code or the problem, don't hesitate to ask. |
| Posted July 19, 2008 7:50:45 PM | |
| I will host your demos for free | Quote:Original post by FetaBoy 100 downloads from my site = $5 That seems a little steep. Given how cheap web hosting is, one could easily get hosting that would allow them well over 1000 downloads a month for a little more than twice your... |
| Posted December 11, 2007 11:59:27 AM | |
| Machines at War Multi Platform RTS - Technical Details and Mini Post Mortem | RasterMan: Have you considered writing a post-mortem for your game? |
| Posted October 19, 2007 10:26:53 PM | |
| View All Replies Made By This User | |